New Player Suggestions

Forum for suggesting changes to Salem.

Re: New Player Suggestions

Postby L33LEE » Sat Feb 16, 2013 2:51 pm

jorb wrote:So what would a good introduction look like? I have a hard time designing one that isn't just retarded and forced.


viewtopic.php?f=12&t=1602 (My thread from Nov, on a way to help new player convert to a game like salem)

I feel at least some more early advancements or some sort of achievement for new players would be the way forth.

If you are totally new to the game and have not researched, the game at the start can feel very overwhelming, with almost little guidance or direction, i know this is how this game is suppose to be, and it works for a very small neice community, but i really want this game to grow, and some small changes could ensure this happening.

I think some skills should be almost given instantly, at least farming and self defense, like come on, your a pilgrim from the new world, not a new baby.

I would like the introduction of even more basic skills being able to build something before a hovel, almost instantly when spawning, someone suggested a tutorial were you are rewarded with some skills and advancement in a newb island kind of place (which i suggested MONTHS AGO BTW).

Hardly any of this stuff will effect the current player base or vets(They like it how it is, because it deturs new players and it keeps the game for them), and i feel their views on such matters are worthless. Its about staying power, you need to keep players here(currently almost non existant), and the hellish slow development for new players who have not spent many hours researching this game.

I would not add Quests so to speak, like FedX ****, kill XX, because thats just typical mmo bs, but there at least needs to be some more kind of interaction with the game itself(NPC's) and new players. I like the idea of the wilderness guide actually staying next to your leanto for some time, and he could give you "Tasks" to complete, and in exchange will advance you several skills, with the ultimate goal of getting settling* from him at the end, such tasks should take several hours to complete for a new player, and advanced players with experience can also get settling in several hours due to game knowledge without the need of the guide.

Ill try and put something together really well done over the next few days, and will post it on the I&I section.
Last edited by L33LEE on Sat Feb 16, 2013 3:00 pm, edited 1 time in total.
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Re: New Player Suggestions

Postby JeffGV » Sat Feb 16, 2013 2:54 pm

darnokpl wrote:
jorb wrote:So what would a good introduction look like? I have a hard time designing one that isn't just retarded and forced.


There was mentioned idea of island where new players would learn about game... I think this can be done by expanding character-creation-area and after choosing a name we would be able to open some gates and try few things.

There should be small plot with farmers house sign with only few boards missing to finish. Few threes, sawbuck, chest with axe, food for gluttony, base inspirationals, field and some seeds (script that would make it grow faster) and many buildings and structures (smelters, kiln, owens etc etc) just to show people what they can have in Salem. I think it is bad that at start people can't see what they can have in this game, I know you prefer to let us explore game, but it is bad for new people they live in world of commercials when they see product before they can buy it. Why not make same thing in Salem and let people see what they can achieve in game?
Near "building plot" should be small hostile claim with basic fence and torchposts, so after finishing crafters-part of the game player would get black and combat skills and could try how wall bashing is look like (under fire from 2-3 torchposts, of course when player will got KO'd he should back to his building-plot after few seconds).
When we get over wall there should be NPC aka "afk player", so after stealing food for regen and sword (+fencing script or auto add fencing skill we receiving sword) from his chest, player would get new "quest" KO this NPC, after he finish that he should be able to murder him.
After this basic scenario last quest should be go back to starting area and click on ship... but gates to area should be closed and few (2-3) NPC-fighters spawned (stats 300, except yb 100), of course there shouldn't be way to win this fight and after our character get KO'd one of fighters should murder him.

I know it would require a lot of work, but this "no win scenario" would be unique tutorial and maybe it would show new people that death is only matter of time in this game :)


And then he wakes up in Boston, with only his clothing on, discovering he's been robbed and deported but at least he's still alive. Seems nice.
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Re: New Player Suggestions

Postby L33LEE » Sat Feb 16, 2013 2:56 pm

JeffGV wrote:And then he wakes up in Boston, with only his clothing on, discovering he's been robbed and deported but at least he's still alive. Seems nice.


Suggested stuff like this months ago.

viewtopic.php?f=12&t=1602

Enjoy
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Re: New Player Suggestions

Postby darnokpl » Sat Feb 16, 2013 3:31 pm

JeffGV wrote:
And then he wakes up in Boston, with only his clothing on, discovering he's been robbed and deported but at least he's still alive. Seems nice.


No, he dies and he have to create new character!!!
The only way for player to finish tutorial and go to capital city is to skip it with new character :)

My idea is to people get used to DEATH of their characters, so they won't quit after someone kill them after tutorial.
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Re: New Player Suggestions

Postby L33LEE » Sat Feb 16, 2013 3:51 pm

darnokpl wrote:
JeffGV wrote:
And then he wakes up in Boston, with only his clothing on, discovering he's been robbed and deported but at least he's still alive. Seems nice.


No, he dies and he have to create new character!!!
The only way for player to finish tutorial and go to capital city is to skip it with new character :)

My idea is to people get used to DEATH of their characters, so they won't quit after someone kill them after tutorial.


Oh i kind of like this, your killed at the end of the tutorial.
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Re: New Player Suggestions

Postby dageir » Sat Feb 16, 2013 9:40 pm

Im not sure this is psychologically sound. You first show newbies what they an achieve and then dump them into the world with no skills at all, and slow ascent to maybe be able to KO anyone or get humours up to 50?

I agree that the start of the game is pretty repetetive. I just started a new char on other server. (Not because Im fleeing from treaty payment, but because I wanted to play with a friend.) Starting out and seeing just a few of the mushrooms and a few nuts. Making the first few advancements is worse second time around even if it is in fact faster because I know (kind of) what to do. I know this game isnt for the masses, but I think alot of people drop out of the game because of the slow start. If the forum didnt exist Im not sure Id play the game. (That sounds very weird, I know..)
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Re: New Player Suggestions

Postby Mereni » Sat Feb 16, 2013 11:28 pm

I kinda like the idea of an optional tutorial for new players (Ellis Island?), but they should be told that their progress will be taken away when they go to the real game if they choose to run the tutorial. That way, it can't be abused by alts.

I don't know if you have to have the character murdered or have them fight or raid in the tutorial. I can tell you what the most confusing things are in the game starting out. Proficiencies, farming, and gluttony. Building and hunting are easy, but demonstrations of them might make the game seem more interesting right away, something to look forward to.

First have the smooth stone quest be in the newbie island so they find an inspirational and learn a skill there. Have another npc tell you to click on the proficiency that has filled up to level it. Maybe that's not an issue anymore now that they flash.

Have a farming area with an npc that explains the steps of farming and what each fertilizer does, what influence on a field means, and what purity means. Have fields that can be planted and some that can be harvested to try out farming.

Have a section the explains gluttony and a few of the early gluttony foods so the player can try it. Have some of the foods have purity, like some good coleworts so they can see the value of purity.

And a hunting area with an NPC that grants, temporarily, small game hunting and a couple other fighting skills to try out on rabbits and stuff.

And maybe a building area where you can get skills temporarily to cut boards and make a house and a few other things.

I know, it might be easy to have someone eat the gluttony food instead of gluttonying or make some other mistake... but you can always add an npc that will reset the instance for you so you can do the tutorial again if you don't think you got it the first time.

You also might give the tutorial newbie literacy and put in some signs telling them to look to the forum for help, where to find the wiki, and to read the announcements for changes.
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Re: New Player Suggestions

Postby Dallane » Sat Feb 16, 2013 11:34 pm

or we could save the devs alot of time by have a large screen come up saying read the forums and wiki so they can make content instead of crap town aka noob island
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Re: New Player Suggestions

Postby JeffGV » Sun Feb 17, 2013 1:20 am

Despite what you think, a proper tutorial is useful for the game, mostly because it helps with player retention due of them actually understanding what they can do in the game and not walking for hours until being bored and leave the game.
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Re: New Player Suggestions

Postby Mereni » Sun Feb 17, 2013 1:31 am

Actual experience is a lot better than trying to learn from reading the wiki. And you know people never read those screens.
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